The pressure to release a perfect port to Steam PC in order to attract a good number of initial sales has caused me too much stress and taken all the enjoyment out of working on this game.

So what I am going to do is this: I will work on the game for the next 2 weeks to try and remove as many bugs as possible and make it as stable as possible. I will then release the game on Steam as early access, with whatever warts remain.

There will be no multiplayer in this initial release.

Sales will be what they are, probably not great. I am not going to care about sales. If the game fails to sell, that is ok, at least you guys will have something to play.

Once it is released I will work to fix bugs and implement multiplayer. That is the very least I want to complete.

Regarding release on consoles and other platforms, that is reliant on me porting the game code from XNA to Monogame. It is also necessary to exploit 64bit on PC. I do not know if this will happen. But if I finish the multiplayer on PC and the player base is ok, and I'm still enjoying the work, I will do it.

Once again, sorry for the delays and lack of communication regarding progress. The reason is basically there hasn't been much progress. Hopefully the plan above will rectify this.

I haven't had time to finish all the details needed to release the game of Steam, including the many details that need to be done for the Steam store front and behind the scenes preparation in the Steamworks system.

Now I have a better idea of everything that needs to be done, I'm hopeful for a release in the first week of December. But it could be the second week. I can't say for certain until a few more days from now.

In any case, hang in there, it will be soon.

I will post an official release date once I have it 100% locked down.

The price will be $9.99. That is the price recommended by Steam. Their pricing system doesn't allow much flexibility. We have no plans to change that once the game leaves Early Access.